import { Scene } from "../scene.js"; import { SceneComponentConstants } from "../sceneComponent.js"; import { GamepadManager } from "./gamepadManager.js"; import { FreeCameraInputsManager } from "../Cameras/freeCameraInputsManager.js"; import { FreeCameraGamepadInput } from "../Cameras/Inputs/freeCameraGamepadInput.js"; import { ArcRotateCameraInputsManager } from "../Cameras/arcRotateCameraInputsManager.js"; import { ArcRotateCameraGamepadInput } from "../Cameras/Inputs/arcRotateCameraGamepadInput.js"; Object.defineProperty(Scene.prototype, "gamepadManager", { get: function () { if (!this._gamepadManager) { this._gamepadManager = new GamepadManager(this); let component = this._getComponent(SceneComponentConstants.NAME_GAMEPAD); if (!component) { component = new GamepadSystemSceneComponent(this); this._addComponent(component); } } return this._gamepadManager; }, enumerable: true, configurable: true, }); /** * Adds a gamepad to the free camera inputs manager * @returns the FreeCameraInputsManager */ FreeCameraInputsManager.prototype.addGamepad = function () { this.add(new FreeCameraGamepadInput()); return this; }; /** * Adds a gamepad to the arc rotate camera inputs manager * @returns the camera inputs manager */ ArcRotateCameraInputsManager.prototype.addGamepad = function () { this.add(new ArcRotateCameraGamepadInput()); return this; }; /** * Defines the gamepad scene component responsible to manage gamepads in a given scene */ export class GamepadSystemSceneComponent { /** * Creates a new instance of the component for the given scene * @param scene Defines the scene to register the component in */ constructor(scene) { /** * The component name helpfull to identify the component in the list of scene components. */ this.name = SceneComponentConstants.NAME_GAMEPAD; this.scene = scene; } /** * Registers the component in a given scene */ register() { this.scene._beforeCameraUpdateStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate); } /** * Rebuilds the elements related to this component in case of * context lost for instance. */ rebuild() { // Nothing to do for gamepads } /** * Disposes the component and the associated resources */ dispose() { const gamepadManager = this.scene._gamepadManager; if (gamepadManager) { gamepadManager.dispose(); this.scene._gamepadManager = null; } } _beforeCameraUpdate() { const gamepadManager = this.scene._gamepadManager; if (gamepadManager && gamepadManager._isMonitoring) { gamepadManager._checkGamepadsStatus(); } } } //# sourceMappingURL=gamepadSceneComponent.js.map